Switching up the tiles used during generation to the correct ones
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d40a61554e
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@ -58,7 +58,7 @@ class Generator:
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def run(self):
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def run(self):
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width, height = self.params["width"], self.params["height"]
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width, height = self.params["width"], self.params["height"]
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walkers = [Walker(width//2, height//2)]
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walkers = [Walker(width//2, height//2)]
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grid = [[Tile.WALL for _ in range(width)] for _ in range(height)]
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grid = [[Tile.EMPTY for _ in range(width)] for _ in range(height)]
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count = 0
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count = 0
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while count < self.params["fill"] * width*height:
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while count < self.params["fill"] * width*height:
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# because we can't add or remove walkers while looping over the pop
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# because we can't add or remove walkers while looping over the pop
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@ -68,9 +68,9 @@ class Generator:
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failsafe = choice(walkers)
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failsafe = choice(walkers)
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for walker in walkers:
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for walker in walkers:
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if grid[walker.y][walker.x] == Tile.WALL:
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if grid[walker.y][walker.x] == Tile.EMPTY:
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count += 1
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count += 1
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grid[walker.y][walker.x] = Tile.EMPTY
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grid[walker.y][walker.x] = Tile.FLOOR
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if random() < self.params["turn_chance"]:
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if random() < self.params["turn_chance"]:
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walker.random_turn()
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walker.random_turn()
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walker.move_in_bounds(width, height)
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walker.move_in_bounds(width, height)
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@ -91,8 +91,9 @@ class Generator:
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next_walker_pop.append(walker.split())
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next_walker_pop.append(walker.split())
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walkers = next_walker_pop
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walkers = next_walker_pop
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start_x, start_y = randint(0, width), randint(0, height)
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start_x, start_y = randint(0, width), randint(0, height)
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while grid[start_y][start_x] != Tile.EMPTY:
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while grid[start_y][start_x] != Tile.FLOOR:
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start_x, start_y = randint(0, width), randint(0, height)
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start_x, start_y = randint(0, width), randint(0, height)
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return Map(width, height, grid, start_x, start_y)
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return Map(width, height, grid, start_x, start_y)
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